#include "BuildingActor.h" #include "FortBuildingActorSet.h" #include "Net/UnrealNetwork.h" bool ABuildingActor::UseDefaultHealthBar_Implementation() const { return false; } void ABuildingActor::SnapDmgVisualsToCurrentHealth() { } void ABuildingActor::SilentDie() { } bool ABuildingActor::ShouldDie_Implementation(float Damage, AController* EventInstigator, AActor* DamageCauser) { return false; } void ABuildingActor::SetTeam(uint8 InTeam) { } void ABuildingActor::SetSuppressHealthBar(bool bNewValue) { } void ABuildingActor::SetQuestHighlight(bool Enabled) { } void ABuildingActor::SetNavigationModifier(bool bEnableModifier) { } void ABuildingActor::SetHealthBarIndicatorDifficultyRating(int32 InDisplayLevel) { } void ABuildingActor::SetHealth(float NewHealth) { } void ABuildingActor::SetCustomState(const FString& NewState) { } void ABuildingActor::SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle) { } void ABuildingActor::SetCanBeSavedToCreativeVolume(bool bCanBeSaved) { } void ABuildingActor::Resave() { } void ABuildingActor::RemoveEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& TagsToRemove) { } void ABuildingActor::RemoveAbilitySystemComponentAfterAutoBuildIfFullHealth() { } void ABuildingActor::PlacedByPlacementTool_Implementation() { } void ABuildingActor::OnRep_Team() { } void ABuildingActor::OnRep_InstantDeath() { } void ABuildingActor::OnRep_InitialOverlappingVehicles() { } void ABuildingActor::OnRep_CustomState() { } void ABuildingActor::OnRep_CurrentBuildingLevel() { } void ABuildingActor::OnRep_BuildingAttributeSet() { } void ABuildingActor::OnRep_bForceReplayRollback() { } void ABuildingActor::OnRep_bCollisionBlockedByPawns() { } void ABuildingActor::OnRep_AbilitySystemComponent() { } void ABuildingActor::OnDayPhaseChanged_Implementation(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) { } void ABuildingActor::OnBuildingActorInitialized_Implementation(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState) { } bool ABuildingActor::IsPlayerBuilt() const { return false; } bool ABuildingActor::IsDamaged() const { return false; } bool ABuildingActor::IsAcceptablePositionForPlacement_Implementation(const FVector& InLocation, const FRotator& InRotation, AFortDecoTool* DecoTool, bool bIsCDO, FText& OutFailureReason) const { return false; } void ABuildingActor::InitializeKismetSpawnedBuildingActor(ABuildingActor* BuildingOwner, AFortPlayerController* SpawningController, bool bUsePlayerBuildAnimations) { } bool ABuildingActor::HasHealthLeft() const { return false; } void ABuildingActor::HandleDestroyed() { } float ABuildingActor::GetShieldPercent() const { return 0.0f; } float ABuildingActor::GetShieldOrHealthPercent() { return 0.0f; } float ABuildingActor::GetShield() const { return 0.0f; } AFortPlayerState* ABuildingActor::GetOwningPlayerState() const { return NULL; } AController* ABuildingActor::GetOwningController() const { return NULL; } float ABuildingActor::GetMissingHealth() const { return 0.0f; } float ABuildingActor::GetMaxShield() const { return 0.0f; } float ABuildingActor::GetMaxHealth() const { return 0.0f; } float ABuildingActor::GetHealthPercent() const { return 0.0f; } float ABuildingActor::GetHealth() const { return 0.0f; } void ABuildingActor::GetEditorTestTags(FGameplayTagContainer& TagContainer) const { } FString ABuildingActor::GetCustomState() const { return TEXT(""); } int32 ABuildingActor::GetCurrentBuildingLevel() const { return 0; } FVector ABuildingActor::GetCentroid() const { return FVector{}; } void ABuildingActor::GameplayCue_InstantDeath(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void ABuildingActor::GameplayCue_Healing(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void ABuildingActor::GameplayCue_Damage(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void ABuildingActor::ForceBuildingHealth(float NewHealth) { } void ABuildingActor::ClearPlayedDying() { } void ABuildingActor::AddEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& NewTags) { } void ABuildingActor::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingActor, OwnerPersistentID); DOREPLIFETIME(ABuildingActor, InitialOverlappingVehicles); DOREPLIFETIME(ABuildingActor, CurrentBuildingLevel); DOREPLIFETIME(ABuildingActor, ReplicatedBuildingAttributeSet); DOREPLIFETIME(ABuildingActor, ReplicatedAbilitySystemComponent); DOREPLIFETIME(ABuildingActor, HealthBarIndicatorDifficultyRating); DOREPLIFETIME(ABuildingActor, ForceMetadataRelevant); DOREPLIFETIME(ABuildingActor, bIsInvulnerable); DOREPLIFETIME(ABuildingActor, bDestroyed); DOREPLIFETIME(ABuildingActor, bPlayerPlaced); DOREPLIFETIME(ABuildingActor, bDoNotBlockBuildings); DOREPLIFETIME(ABuildingActor, bForceBlockBuildings); DOREPLIFETIME(ABuildingActor, bDestroyOnPlayerBuildingPlacement); DOREPLIFETIME(ABuildingActor, bUseCentroidForBlockBuildingsCheck); DOREPLIFETIME(ABuildingActor, bInstantDeath); DOREPLIFETIME(ABuildingActor, bForceReplayRollback); DOREPLIFETIME(ABuildingActor, TeamIndex); DOREPLIFETIME(ABuildingActor, bCollisionBlockedByPawns); DOREPLIFETIME(ABuildingActor, AssociatedMissionParam); DOREPLIFETIME(ABuildingActor, OriginatingPlacementActor); DOREPLIFETIME(ABuildingActor, CustomState); DOREPLIFETIME(ABuildingActor, BaselineScale); } ABuildingActor::ABuildingActor() { this->OwnerPersistentID = -1; this->SavedHealthPct = 1.00f; this->CurrentBuildingLevel = 0; this->MaximumBuildingLevel = 0; this->BuildingAttributeSetClass = UFortBuildingActorSet::StaticClass(); this->BuildingAttributeSet = NULL; this->ReplicatedBuildingAttributeSet = NULL; this->AttributeInitLevelSource = EAttributeInitLevelSource::WorldDifficulty; this->AbilitySystemComponentCreationPolicy = EAbilitySystemComponentCreationPolicy::Never; this->PrimarySurfaceType = SurfaceType_Default; this->WeaponResponseType = EFortBaseWeaponDamage::Combat; this->LifespanAfterDeath = 5.00f; this->AbilitySystemComponent = NULL; this->ReplicatedAbilitySystemComponent = NULL; this->HealthBarIndicatorWidth = 75.00f; this->HealthBarIndicatorVerticalOffset = 0.00f; this->HealthBarIndicator = NULL; this->HealthBarIndicatorDifficultyRating = -1; this->ForceMetadataRelevant = 0; this->LastMetadataRelevant = 0; this->DynamicBuildingPlacementType = EDynamicBuildingPlacementType::DestroyIfColliding; this->NavigationObstacleOverride = ENavigationObstacleOverride::UseMeshSettings; this->bIsInvulnerable = false; this->bPreviewBuildingActor = false; this->bPlayedDying = false; this->bHasRegisteredActorStateAtLeastOnce = false; this->bDirtyForLevelRecordSave = false; this->bSavedMetaPropertiesProcessed = false; this->bUpgradeUsesSameClass = false; this->bDisplayLevelInInfoWidget = false; this->bAllowUpgradeRegardlessOfPlayerBuildLevel = false; this->bDisplayDamageNumbersInAthena = false; this->bUseFortHealthBarIndicator = false; this->bSurpressHealthBar = false; this->bCreateVerboseHealthLogs = false; this->bIsIndestructibleForTargetSelection = false; this->bDestroyed = false; this->bPersistToWorld = false; this->bRefreshFullSaveDataBeforeZoneSave = false; this->bBeingDragged = false; this->bRotateInPlaceGame = false; this->bBeingOneHitDisassembled = false; this->bBoundsAreInvalidForMelee = false; this->bIsNavigationModifier = false; this->bBlockNavigationLinks = true; this->bCanExportNavigationCollisions = false; this->bCanExportNavigationObstacle = true; this->bMirrorNavLinksX = false; this->bMirrorNavLinksY = false; this->bIgnoreMoveGoalCollisionRadius = false; this->bForceDisableRootNavigationRelevance = false; this->bForceAutomationPass = false; this->bForceAutomationPass_NavmeshOnTop = false; this->bForceAutomationPass_SmashableFlat = false; this->bCanBeSavedInCreativeVolume = true; this->bIsNavigationRelevant = false; this->bIsNavigationIndestructible = false; this->bBlockNavLinksInCell = false; this->bUseHotSpotAsMoveGoalReplacement = false; this->bWorldReadyCalled = false; this->bBeingRotatedOrScaled = false; this->bBeingTranslated = false; this->bRotateInPlaceEditor = true; this->bEditorPlaced = true; this->bPlayerPlaced = false; this->bShouldTick = false; this->bUsesDayPhaseChange = false; this->bIsDynamic = false; this->bIsDynamicOnDedicatedServer = false; this->bUseTickManager = true; this->bIsMovable = false; this->bRegisteredForDayPhaseChange = false; this->bForceDamagePing = false; this->bDestroyFoliageWhenPlaced = false; this->bObstructTrapTargeting = true; this->bPredictedBuildingActor = false; this->bDoNotBlockBuildings = true; this->bForceBlockBuildings = false; this->bIgnoreCollisionWithCriticalActors = false; this->bDestroyOnPlayerBuildingPlacement = false; this->bUseCentroidForBlockBuildingsCheck = true; this->bIsPlayerBuildable = false; this->bFireBuiltAndDestroyedEvents = true; this->bStructurallySupportOverlappingActors = false; this->bAllowInteract = false; this->bAllowHostileBlueprintInteraction = false; this->bInstantDeath = false; this->bEndAbilitiesOnDeath = true; this->InteractionText = FText::FromString(TEXT("Press E to Edit")); this->bAlwaysUseNetCullDistanceSquaredForRelevancy = false; this->bHighlightDirty = false; this->bForceReplayRollback = false; this->BuildingType = EFortBuildingType::None; this->Team = EFortTeam::Spectator; this->TeamIndex = 0; this->bIgnoreAffiliationInteractHighlight = false; this->bSuppressInteractionWidget = false; this->bCollisionBlockedByPawns = false; this->AssociatedMissionParam = NULL; this->OriginatingPlacementActor = NULL; this->BRMinDrawDistance = 0.00f; this->BRMaxDrawDistance = 0.00f; this->StWMinDrawDistance = 0.00f; this->StWMaxDrawDistance = 0.00f; this->DataVersion = 0; this->LastTakeHitTimeTimeout = 0.00f; this->PlayHitSound = NULL; this->CullDistance = 8000.00f; this->SnapGridSize = 512.00f; this->VertSnapGridSize = 384.00f; this->ComponentTypesWhitelistedForReplication.AddDefaulted(2); this->HotSpotConfig = NULL; this->VolumeSpawnedBy = NULL; this->BaselineScale = 1.00f; this->AccumulatedDeltaSinceLastVisualsTick = 0.00f; }